Shark Hero Dekino
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Choose your hero

0 gold

Choose a hero to open the journey map, or try the tutorial.

How to play

Your goal: bring the challenger’s health to zero before yours runs out. Choose Dekino or Sharkina; both hero decks have 20 cards and 50 health. Open the journey map and clear thirty stages across five maps, with six stages on each map. Each stage chooses a random challenger, revealed in the versus introduction. Standard, Elite and Boss badges show increasing difficulty; stronger named forms have remixed attacks and abilities.

Play your cards: draw five cards and receive three energy each turn. A card’s upper-left number is its cost. Click or tap any card to play it. You can also drag an attack card onto the challenger. Both controls use the same energy and effects; guard and healing cards work with a click or tap. Your hand holds up to seven cards.

Crystal and food cards: Blue Crystal draws two cards for one energy. Red Crystal deals 10 fire damage for one energy and can critically hit. Gold Crystal costs no energy, adds three guard and collects three gold. A Sandwich costs one energy and restores up to 10 health. Your hand still holds at most seven cards.

End your turn: choose End turn when you have finished playing cards. Unused cards are discarded and the challenger acts. You then receive a fresh hand and three energy. Empty draw piles refill from the shuffled discard pile.

Guard and healing: guard absorbs attack damage, then clears at the start of the owner’s next turn. Healing cannot raise a character above maximum health. A challenger can build guard or heal too.

Critical hits: direct damaging attacks from either fighter have a 15% chance to deal 50% bonus damage before guard. Weaken is applied first, then the boosted damage is rounded down. A multi-hit attack uses one critical roll for the whole action. Guard absorbs critical damage normally; a fully blocked critical stays blocked. Poison, status effects, guard, healing and gold do not gain critical bonuses. Critical hits are disabled during practice.

Poison and weaken: poison can affect either fighter. At the start of the affected fighter’s next turn, it damages health directly through guard, then fades by one. Weaken reduces attack damage by 25%, rounded down, for the displayed number of turns. Watch your own status line as well as the challenger’s.

Collect gold: each attack or poison tick earns one gold per four health damage dealt. A successful attack can also release 1–3 extra gold coins. Cake cards earn one gold. Winning adds the challenger’s reward; Elite and Boss forms award more gold. Gold from a completed full duel is saved in this browser even if you lose; abandoning a duel does not bank its gold.

Your journey: winning clears a stage and unlocks the next one. Clear all six stages to enter the next map. You can preview later maps while their battles remain locked. A short, skippable hero journey celebrates each newly opened stage. Cleared islands can be replayed; losing keeps the stage available to retry without unlocking another. Journey progress and earned gold are saved separately in this browser. Abandoning a duel does not clear its stage, and practice never changes journey progress.

Try practice: choose Play tutorial for a short guided duel covering energy, a free Cake card, Pokuli’s guard, a dragged or clicked attack, and ending a turn. The first-visit offer is skippable, practice can be exited, and practice gold and victories never change your collection.

Fullscreen includes the entire game and its menus. Sound effects and music have separate controls and begin after an interaction. Reduced-motion preferences simplify animation. Preserved Dekino remains available from the footer.

Your deck

Duel complete

Victory!

0gold collected

Start a new duel?

This duel’s gold is added to your collection when the battle finishes. Starting again now leaves this duel behind.